A R C H I P E L A G O
BUILDER'S
FREQUENTLY
ASKED
QUESTIONS AND
GUIDEBOOK
This guide explains the Archipelago on-line creation
editors for objects, mobs, and zones. Most commands, listed on the wizhelp,
will be explained, and building tips will be offered.
Table of Contents:
I. General building commands:
Usually, you can abbreviate the first few letters. Anything in < >
is required. Anything in [ ] is optional. The | symbol means OR. Anything
in capitals has to be typed in or abbreviated.
- AT
- remote execution of a command. e.g., at postmaster receive.
- BRB
- be right back!, puts an (away) flag in your title.
- BUILDING
- building tips, standards.
- GOTO
[ name | roomnum ]
- go to someone, or to a room number.
- FORCE
- force a mob or person to do something. useful in equiping mobs
before zsaving them, and useful for roleplaying purposes.
- HANDBOOK
- immortal rules of conduct.
- HOLYLIGHT
- toggle this command to see dark rooms.
- INVIS
[level]
- the first command the new builder inevitably uses :)
- LOAD
< MOB | OBJ > <vnum>
- load a mob or object.
- MCLONE
<vnum>
- clone an existing mob into your own zone.
- MCREATE
- create a new mob prototype.
- MEDIT
<vnum>
- edit an existing mob.
- NOHASSLE
- toggle this command to prevent aggr mobs from bothering you.
- NOWIZ
- toggle this command to tune out of the wiz channel.
- OCLONE
<vnum>
- clone an existing object into your own zone.
- OCREATE
- create a new object prototype.
- OEDIT
<vnum>
- edit an existing object.
- POOFIN, POOFOUT
- set your "entrance" and "exit" when you enter and
exit via the 'go' command.
- PURGE
[name]
- purge with a name attached will purge that obj/mob. purge, without
arguments, will purge the entire room. purge on players will kick
a player, sans eq., out of the game and into the main menu.
- RCLONE
<roomnum>
- clone an existing room into your own zone.
- RCREATE
- create a new room.
- REDIT
<roomnum>
- edit an existing room.
- ROOMFLAG
- toggle this command to see room flags in addition to room numbers.
- SAVEOBJ, SAVEMOB, SAVEROOM,
SAVEZONE
- these commands save your objs, mobs, rooms, zones. Use the
'save' command to autosave everything
automatically.
- SHOW
[infotype]
- type this alone to see what info type is available to you.
- SHOW
< MOB | OBJ | ROOM | ZONE >
<zonenum>
- show the mob, objects, rooms, zone commands of the specified zone.
- STAT
[ MOB | OBJ ] <name>
- stat a mob, object, or player that is in the game. this command
defaults to stating a mob or player, unless you specifically use
'stat o' for objects.
- SWITCHZONE
- Bodhisattva+ level command. toggle this to edit another zone if
you have one.
- TRANSFER
<name>
- transfer a mob/person to you.
- VNUM
< MOB | OBJ > <name>
- find the vnum of a mob or object. NOTE: you can specify two keywords
to describe what you are trying to find, e.g., vn m black sheep.
- VSTAT
<vnum>
- stat a mob or object prototype not currently loaded in the game.
- WHERE
[name]
- this is not listed as a wizhelp command, but it is a immortal
command nonetheless. The command tells you where things and people
are located. typing this command alone, will show you the location
of all active players in the game.
- WIZNET, or ;
- the immortal's talk channel.
- ZSAVE
< MOB | OBJ | DOOR >
<name|dir>
- save the mob, object, or door to the zone file. For doors, you
must specify the door's direction. NOTE: the mob, obj, door has
to be typed in fully as mob, obj or door, otherwise it will not
work. this is unlike the other commands where you can just use
M for mobs, and O for objects.
- ZSET
<resetnumber> <howmany>
[ IF ]
- zone commands execute every reset, and will execute a specific
command until the max number specified is reached. This max number is
world dependent, not zone, i.e., if a zone command says two
dragons are to be loaded, and on next reset the game finds two dragons
already loaded in the world, the game will not load another. The
"if" option is rarely used, what it does is to execute this
zone command only if the previous zone command was executed.
- ZPURGE
<resetnumber>
- purge a command from the zone file. note: if you zpurge something
with inventory, then that inventory disappears also.
II. Building objects,
The guide to the object editor. use the
OEDIT command.
- (T)ext:
- (N)ame:
the keywords used to reference the object. See notes on keywords
below for additional details.
(S)hortdescr: the object's name.
(D)escription: the object's
description if its on a floor.
(A)ction description: The action
description is used for FOOD type
items when eaten, for the SCABBARD,
and WEAPON type objects when the
draw and sheathe commands are used, for the
CANTRIP type objects when they
are recited, and for the FOUNTAIN
type objects when it they are in a room.
- (F)lags:
- (W)orn: the slots where the
object can be worn, wielded, and held.
(A)pply: what this object is
affected with. also, see notes on building magic items, below.
(E)xtra flags: extra bits
affecting an object.
- (S)tats:
- (T)ype: the object's type.
note: set the object's type before you edit anything else.
(W)eight: the object's weight
(the unit you enter here is 10*lb, fractions are acceptable,
e.g., 1lb = 10units, 66lb = 660units, 0.2lb = 2units).
(V)alue: its real value (the
unit you enter here is 10*money).
(C)ost: the rent cost (the
unit you enter here is 10*money).
- (I)llumination:
- this number affects the object's influence on light levels. If its
a positive number, the object gives off light, if its a negative
number, the object absorbs light. To make a permanent light (or
dark) object, set the illumination number, and set the object's
extra bit to GLOW and MAGIC.
- (V)alues: the object's values
depending on type.
- (D)am state: set the obj's damage.
- si(Z)e: set the object's physical
size.
- item (L)imit: set the item's
absolute limit. The object will not load past this number. Set this
to zero if there is no limit.
- (A)ffections: optionally apply up
to four extra values for an object.
- (E)xtra: extra descriptions of an
object used when you 'look' at the object.
it is highly recommended that some sort of extra description is added to
the object to further enrich Archipelago's world.
- (Q)uit: quit object editor.
III. Notes on building certain object types,
-
- An obj flag marked with an asterisk means the flag has either not been
implemented, or is reserved for internal use. please do not use it.
- Notes on the use of keywords.
- It is recommended that the first keyword to an object is its
primary noun, e.g., 'vase' in 'a black glass vase'. See notes
on building LIQUID CONTAINER types below
for an exception.
- Notes on
god_flagging
of items.
- to be mortal usuable, all items must not have a god_flag on them.
To avoid this, the item cannot exceed 125 creation_points. For
items costing 20 creation_points or more, the item must have a cash
value of at least 100*creation_pts., and a rent value of at least
10*creation_pts. For items costing less than 20 creation_points,
the item does not need a cash or rent value. See
WEAPON and
CONTAINER types below for additional
restraints.
- Notes on building
FOOD
type objects.
- You can add an (A)ction desc on food items to describe what the
food tastes like if eaten.
- Notes on building
SCABBARD
type objects.
- When you choose (V)alues, you can either specify a weapon that
belongs to that scabbard. If you choose 0, you can then choose the
general type of weapon that will fit inside the scabbard,
e.g., dagger, sword, etc.
The action description for weapons and scabbard are used in
conjunction with the draw and sheath commands. The action
description is shown to everyone in the room except you.
Use the following $ codes in the action desc: $n to show the name
of person with the object, $p to show the object name, $s for the
pronoun (his, her, it), $m for the pronoun (him, her, it), $e for
the pronoun (he, she, it).
e.g., a glowing white saber of light (weapon), and a wide
belt (scabbard).
- Action desc on the WEAPON: $n turns
off $p with a flick of a switch.
when the weapon is SHEATHED, everyone will
see this:
Zanth turns off a glowing saber of light with a flick of a switch.
Zanth slips a glowing white saber of light into a wide belt.
- Action desc on the SCABBARD: $n fingers
something hooked to $p.
when the weapon is DRAWN, everyone will see
this:
Zanth fingers something hooked to a wide belt.
Zanth slides a glowing white saber of light from a wide belt.
Zanth wields a glowing white saber of light.
- Notes on building
WEAPON
type items.
- There are rules in building weapons that will be usuable for
mortals. The weapon may not exceed 40 points of damage points, it
may not have more than a total of 7 to their hit and dam rolls, and
the weapon must weigh 0.7 * max_damage_pts_of_weap. The rules of
god_flagging apply here also.
- Notes on building
CONTAINER
type items.
- There are two numbers that must be considered in building a
container, the container's weight, shown in the (S)tats menu, and
the number listed in (V)alues menu. The container's weight can be
anything. The number shown in the (V)alues menu is the container's
weight AND the carrying capacity totalled together. e.g., If
a bag weights one lb (10units), and you want the bag to carry 10lb
of stuff (100units), then the number you enter into the (V)alues
menu is 10units + 100units = 110units.
Note: a container cannot have a carrying capacity of greater than
400lb (4000units), otherwise, it will be god_flagged, unless the
initial weight of the container is 10000lb or more.
To create an enterable container, set the room number and maximum
capacity in (V)alues, and how small the entrance is in si(Z)es.
- Notes on building
LIQUID CONTAINER
type items.
- In the list of keywords, make sure the first keyword reflects the
initial liquid that is contained in the container, e.g., if
you have a wine skin containing wine, then the first keyword is
wine. When the liquid container empties out, the mud code will
automatically remove the first keyword and will replace it with
another when the container is filled.
- Notes on building
PULLABLE
type items.
- Multiple mobs can be hitched to one cart. You must type
'zsave obj <cart>' in order to
save the cart and mobs hitched to it into the zone file.
- Notes on building
KEY
type objects.
- An object doesn't have to have the KEY type set to be used as a
key. As long as the vnum of the key object matches the door lock,
it will work, e.g., a crowbar (which is a weapon type
object, but doubles as a key).
- Notes on building
CANTRIP
type objects.
- You can add an (A)ction desc on cantrip items to describe (to
everyone in the room, except you) what happens when the cantrip
is recited, e.g., the action desc on the cantrip of
returning: $p bursts in to flames and vanishes with a
*POP*!
- Notes on building magic items.
There are several types of magic items currently available,
- CANTRIPS are items that can
be used once by reciting them.
- PHILTRES are weak potions,
they are used once by quaffing them.
- ELIXIRS are the strongest
type of potions you can have. Note: they are not yet implemented.
- RODS are another name for
wands, and are used as such. They can contain one to many charges
before they are rendered useless.
- STAVES are the strongest type
of wands you can have. Note: they are not yet implemented.
- VIS items are to be used with
the 'invoke' command. They boost spells,
and once consumed, they disappear.
- "rechargable" items are wand-like
objects that can used once, and recharged to be reused again and
again. These items can be any object type, but the important thing
is to set the object's (A)pply bit, which determines what powers
it has. For every hour of effect, the rechargable has to have at
least double the time of recharge.
- Notes on building permanent light (and dark)
objects.
- These objects permanently provide, or absorb light. Set the object's
(I)llumination, and the object's GLOW and MAGIC extra bits.
- Notes on creating room invisible objects.
- To hide an object in a room, toggle the DARK extra bit on the
object, and remove its floor description. note: The DARK extra bit
has nothing to do with illumination.
- Notes on the 2-HANDED extra bit.
- This flag can be applied on weapons, on shields, and holdable
objects. The ability to use 2-handed objects depends on the size of
the object, and the size of the person handling it, e.g.,
small 2-handed weapons can be wielded single-handedly by large sized
people; and large single-handed weapons can only be handled with two
hands by smaller folk. One disadvantage with this flag involves its
use in shields. Mobs and people cannot hit back if wearing a
2-handed shield.
IV. Building mobs,
The guide to the mob editor. use the
MEDIT command.
- (T)ext:
- (N)ame: the keywords used to
look at the mob.
(S)hortdescr: the mob's name.
(L)ongdescr: the mob's
description when its in the room.
(D)escription: the mob's full
description, when it is looked at. it is highly recommended that
some sort of description is added to the mob to further enrich
Archipelago's world.
- (M)ob flags: toggle the mob's
limitations here.
- Affect (F)lags: toggle whatever
spell effects, and special abilities here.
- (P)layer stats: individually set
the mob stats.
- (A)rmor class:
- (A)rmor: set the mob's armor
class. numbers range from -100 to 100, where -100 is the best armour.
(S)topping: set the mob's
stopping class (the number that is first deducted from an enemy
blow, before armor class calculations).
(T)hrows: set the mob's saving throws.
- (S)tats:
- (1) set the mob's align, level,
bonus hitroll, height (in centimeters), weight (the unit you enter
here is 10*lb)
(2) set the mob's hitpoints,
damage and bonus damroll, and hitting type.
(3) set the mob's current and
default position, and gender.
(4) toggle 'yes' if the mob
has gold, and set its fame value.
(5) set the mob's class
type.
- (Q)uit: quit mob editor.
V. Notes on building mobs.
-
- How to equip a basic mob and to save into the zone file: load up a mob,
and give it some eq. Force the mob to wear the eq, and when everything
is in order, type zsave mob . Type show zone, and adjust the
max number of mobs and eq you want to exist at any one time in the world
with the zset command. If a mob can't wear some eq, make sure the eq
fits, if not, change either the size of the eq or the size of the mob
(be sure to change it back once you zsaved the mob).
-
- You can also force mobs to wear items in a wrong body slot. All you
have to do is to change the object's (W)orn flag to something else after
it is worn by the mob and zsaved. Then you have to wait until the zone
resets to see your results, or use zreset if you have it.
- General notes:
- A mob flag marked with an asterisk means the flag has either not been
implemented, or is reserved for internal use. please do not use it.
A mob can't be tamed if its INT > 10, and/or it can speak.
Hitpoints are computed in the nds+p format where
p is the base hp, n and s are dice rolls to add an
extra amount to "randomize" the mob. nds, means n
die of s type, e.g., 4d5 mean 4 dies each with 5 outcomes.
Damage is computed in the nds format without a base
damage. The p, in the mob editor simply is the bonus damroll,
see below. So a mob with 4d5 damage will do 4-20 points of damage,
(with an average of 12).
The bonus hitroll and damroll simply makes a mob more or less tough
than average. The bonus hitroll simply increases a mob's ability to
hit a target, e.g., a mob with a 15 hitroll is able to hit a
target more times than a mob with less. The bonus damroll is a small
multiplier to a mob's basic damage. The higher the damroll the more
its nds damage will be multiplied.
Mob experience, and gold (if it has any), are automatically calculated
by the game engine. They are dependant on the mobile's stats, hp, and
damage.
- Notes on mobs helping
CITIZENS.
- If ANY of the following is true, then there is a 1 in 4 chance per
combat round that a mob will assist.
- if both mobs are flagged as citizen and within 200 align pts.
- if mob is flagged as a helper.
- if mob has int > 10 and within 200 align pts.
- Notes on the
HAS MOOD
mob flag.
- If this flag is set, the mob will be affected by moods. If a
mob's mood reaches -1000, it will have a random chance of
attacking anyone.
- Notes on the
FREE ACTION
mob affect flag.
- Set this flag and WATER BREATH for mobs who dwell underwater.
- Notes on the mob class type.
- Most mobs of the same race have features unique to them. Please
refer to the appendix at the end of this guide for more details.
VI. Building rooms,
The guide to the room editor. use the
REDIT command.
- (T)ext:
- (T)itle: the room name.
(D)esc: the room's full
description.
- te(L)eport:
- (T)o room: set the teleport's
destination.
(D)elay: set the teleport's
delay.
(1) Message to char: what the
char sees when teleport activates.
(2) Message to room: what the
room sees when teleport activates.
(3) Message to destination:
what the next room sees when teleport activates.
note: $codes, such as $n to represent the player's name, can be
used inside teleport messages.
- (R)oom flags: set any room flags.
- se(C)tor flag: set the room's
sector type.
- (N)orth, (E)ast, (S)outh,
(W)est, (U)p, (D)own:
- (T)o room: what room number
this room is connected to.
(D)esc: the desc that is shown
when one looks in this direction. A desc can also be placed on a
null exit (exit without a room link), in which case, the desc will
only be shown when one looks, or moves into the null exit.
(K)eywords: the keywords used
to reference a door, if set.
(E)xit bits: set extra bits, as
well as creating a door for this exit.
Ke(Y): the vnum of the object
used as the "key". note: the key doesn't have to be a KEY
obj type, just as long as the object vnum matches the door's lock.
(P)urge exit: purge this exit,
can be used to create one-way exits.
- e(X)tra desc:
- note: if you already have a room extra desc, and want to (C)reate
another, you must first create it, then immediately type (Q), then
reenter to edit the (now null) extra desc. If, instead, you
(C)reate a new extra, and immediately edit the desc, you will be,
in actuality, editing a previous extra desc, and will destroy it.
this is a bug.
- (Q)uit: quit room editor.
VII. Notes on building rooms,
- All hitched mobs and mounts will not enter an room marked with an
INSIDE sector type.
- A room with a GODROOM flag means that no immortal, except for
Djinn+ level gods, can enter that room via the
'go' command. Anyone can still enter
by walking into the room.
- The Archipelago room editor automatically formats a room desc.
So what you type in, may not have the same margins when the room
desc is 'look'ed at. However, the
NO_AUTOFORMAT flag can be toggled in the room, this will prevent
any autoformatting of text.
- Notes on building petshops and stables.
- To set up a petshop, you must have a shopkeeper mob, and an empty
and unaccessible storage room containing the mobs the shopkeeper
will sell. A coder will then be able to set the shopkeeper to sell
whatever mobs are loading in that storage room. You can, at
anytime, alter what mobs the shopkeeper will sell by changing what
mobs load in that storage room. e.g., in room 11173, Drinth
sells horses, the mounts load in room 11348.
- Notes on room illumination.
- "Parts of room descriptions can be made dependant on the light
level in the room" -dc. In front of the text you wish to be light
sensitive, add a '%#' code,
and end the text with '%',
e.g., "%2A dusty trapdoor can barely be seen on the
floor.%". Valid #'s range from 0 to 4. %0 sentences will show
up in "quite dark" light conditions, %1 in "gloomy", %2 in normal
light, %3 in "bright", and %4 in "very bright" light.
For additional examples, stat these rooms 1880, 2001.
- Notes on room teleports.
- Teleports can teleport into the same room. This will create a
"room echo" that can liven up a room, e.g., A fire crackles in
the fireplace.
VIII. Miscellaneous building tips:
-
- Use cut and paste if and where possible, and try to build offline
if you are comfortable with that idea. Building offline has it
advantages,
- 1. you can employ a spell checker to check for errors,
- 2. you can build unmolested from distractions in the game,
- 3. you have a copy of the work on your hard drive to peruse and
edit.
If you are without cut and paste abilities, try the ascii protocol option
on your terminal program. ascii protocol uploads text in the same manner
as typing in stuff on your keyboard and seeing it on your screen, but
only faster (like cut and paste). note, if you have problems with extra
carriage returns, or missing text, you may need to speed, or slow down
the upload by a few tenths of a second, or use tintin or similar client
to help buffer input into the mud.
- The KEY obj type is not necessary, you can make keys out of any
object, just as long as the key object matches the door's lock.
- Cursed items can be gotten rid of by placing the item in a bag and
junking it, if you cannot 'eat' the
item in the first place.
- Where are all the boards located?
- the IMMORTAL BOARD in 1204
(no mortal can read this board).
- the MORTAL BOARD in 1205.
- the BUILDER'S BOARD in 1207.
- the BUG BOARD in 1208
(please put all game crash bugs on the imm board).
- the BUILDER'S PROPOSAL BOARD
in 1220.
- the MEETING/MISCELLANEOUS BOARD
in 1221.
- the UPDATE BOARD in 1222
(notices on code changes, and updates).
- What's a useful prompt?
- I use this prompt:
'%iR:%R> '.
It tells me my wizinvis and roomnum.
- See the Archipelago faq for game features.
- See Magnifico's
Archipelago Web
Jump Page for additional builder resources and style guides.
- Here's a page about
MU*S and some articles
on designing and building areas.
IX. Appendix:
- Sizes:
- (6) TINY < 100 cm
(5) VERY SMALL < 135 cm
(4) SMALL < 170 cm
(3) NORMAL < 190 cm
(2) LARGE < 220 cm
(1) HUGE >=220 cm
- Poison levels:
- Mild 1-12 pts per tick
Mild 6-24 pts per tick
Moderate 12-48 pts per tick
Strong 24-96 pts per tick
V Strong 48-192 pts per tick
Deadly 200-500 pts per tick
- Mob class type:
- Undead - produce a pile of dust instead of a corpse when killed.
undead are also affected by the skill 'turn undead'.
Other
Humanoid
Animal
Dragon - breath only when the spell_caster mob flag is set, and a
special -- post on the board to request a special -- is assigned.
The types of breath the dragon can breath are fire, frost, gas,
lightning, and halitosis.
Giant
Plant
Equine
Ichthyoid
Arthopod
© Copyright 1995-1996 by
.
All rights reserved.
Last revised June 6, 1996.